Turn 1: Arrival and the Protectors Fate (3000 BGW)
Beholden, the Lord of the Bonds, Protection and Life stand among the harrowed and desolate tribe as the protecting and guiding light.
There is nothing stronger than the desire to protect the ones you care about's lives. Not just their continued existence, no, but their ability to thrive. To live, unchained by those who would wish to harm them, to push them down. When others would harm those you care about, you would strike back with the fury of a thousand angry protectors. No, you cannot have our children. No, you will not defile them for your own benefit. No, we will not hesitate to stain ourselves for the sake of our loved ones. To bond with someone is to care, and to care is to protect. If we must stain our reputation to protect them, then so be it. Every life is equal, but that matters not when you threaten the lives of our own. If we must slay our kin to preserve the lives of those we care about, then so be it. But we want not the needless waste of life, for it is a precious thing.
But when we laid down our blades for peace, you came back for vengeance. Understandable, even respectable. However you went beyond righteous retribution, and struck down even those who raised no blade against you. So, outnumbered and crippled, we fled. We fled from you and the Grimm who followed. Misery desires company, and we had plenty of that in the long days and nights that passed as we journeyed far, far, far away. To a place where we could protect those we cared about, and they could live their lives unhindered by the demons of our past and present. There is a saying that "Life finds a way" and by Sanctuary we will. We are the gestalt born of the desire to protect our children and loved ones lives. We are the gestalt that was forged into something more by the pain suffered and the blows dealt to the Adverus. We are the Adverus tribe and what they felt, but we are also us.
We are your Sanctuary, and we will make sure you suffer no more.
Do not despair children of Adverse, this night will be long BUT DAY SHALL COME AGAIN!
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You looked out to the dark night that was the coast of Anima and nodded to the Traveler that had been found in the woods days after you had recovered your children, "Sanctuary...sit a moment and rest, you have done a great deal for us in the short time."
The Child pouted as you sat her down in front of the fire. "I need to do more...I have to do more, we won't have any more -"
You nodded and looked at her. "There will be time enough to grieve and bring justice in this world but we are not in a position to strike again,now if you want to help me...how about you help plan the assault on that city with ships. We'll be needing them for where we are going."
"Do you have any idea where we will be going? Once we get the ships at all, that is an earthen hillfort with a stone foundation and, your going to breach it, slaughter those who get in the way, and sail to where exactly?" She said.
"No idea, follow the bleeding stars. And see where it takes us." You said.
"Have you ever discovered Stellar Navigation?" Sanctuary said.
"I know where the North Star is and how to judge wind direction based on my experience on fishing in the Great Lake." You said.
"Oh...so your not utterly helpless when it comes to sailing, maybe we all won't die tragically."
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You looked back at the three burning cities as you looked at the large amount of ships and boats that were following you.
"I think that went rather well." You said.
"Ohh...what kind of tribe are you people?" The Spirit said.
"A desperate one...we are going to find a new land and greener pastures, hopefully with no grimm." You said.
"A Childish fantasy...you just murdered Three cities for boats to leave the continent, to go to a land that can and will try to kill you...are you alright?" The Spirit asked.
"Never better, now lets just develop and regain our strength. And maybe get you a shrine or something." You said.
"I'd like that...I'd like that alot." The Spirit deadpanned.
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Disastrous Arrival??:
1D100 => 76
Well as it turns out it wasn't a complete disaster...you only lost a few of the ships, mostly due to being blown away from the main group...but we were close to land when that happened...maybe you can find them later.
Well you weren't dead , and killed a few of those fish...grimm things.
Sea Monsters, you dealt with Seamonsters.
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You have 4 Free AP
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Diplomacy: Well, we made it!! Now where the hell is everyone?!
(You have 1 Diplomacy AP)
[]Headcounts...HEADCOUNTS: Alright you need a Headcount, who's not dead? AP Needed:1 Success Needed: 1 DC:70 Effect: You get a population Headcount and figure out what you have to work with.
[]Location Scouting and Settlement Setting:You better look out for a fine spot to settle, because it won't pop out without effort. DC:??? AP Needed:1 Success Needed: 1 Effect: You go scouting for a settlement location that won't leave you in the open to attack from Grimm.
[]Compose Event to Oral Memory:You must remember the gread deed and tragedy that befell you and your tribe. DC: 10 AP Needed:1 Success Needed: 1 Effect: You remember the tragedy and triumph of the Exodus
[]Is anyone Out There?: There must Be other tribes in this place, you just know it...and better you find them, then they find you. DC:??? AP Needed:1 Success Needed: 1 Effect: You send a formal emissary to negotiate with a tribe...if they exist here.
[]Remembrance:You must remember the fallen kin whose lives were taken by the Cruel world. DC: 10 AP Needed:1 Success Needed: 1
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Martial: You must see to the Settlement's Defence...someone has to?
(You have 1 Military AP)
[]What Remains?:What do you have in the ways of a military population, the ones who can fight. DC: 40 AP Needed:1 Success Needed: 1 Effect:You get a headcount for your army and see if you can do something about it.
[]A Force of Arms?: Please tell me we have some reserves of Iron weaponry and a small amount of Iron to USE!! DC: 30 AP Needed:1 Success Needed: 1 Effect: You see if there is anything you can make into a stockpile of weapons.
[]The Hunt is Afoot: A Hunt must be called, to bring food and wild grains to us...and see if anything is edible that won't kill us. DC:60 AP Needed:1 Success Needed: 1 Effect: Go hunting and get food, Gain 1 Free AP.
[]Battle the Grimmtide: The Grimm will come soon, you must preempt them in that endeavor and hunt THEM for a change!! DC: 80 AP Needed:1 Success Needed: 1 Effect: Hunt the Grimm, lower Grimm Attack Roll by -20.
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Stewardship: You must see to the Tribes wealth.
(You have 1 Steward AP)
[]Dismantle the Ships: While they served you well in getting here...that timber is better used in the earthen walls and strong doors then just floating in the water. DC: 5 AP Needed:1 Success Needed: 1 Effect: Gain +6 Free AP, lose Ships until you reinvent shipbuilding.
[]All that Glitter?:You must gather what wealth remains, from the tribe, to secure it in a stronger location, and help build the new home. DC:50 AP Needed:1 Success Needed: 1 Effecct: Gain +1 to 3 Free AP from the tribes Personal wealth.
[]Gather Resources: There must be material to use in this place to build and grow your home. DC:60 AP Needed:1 Success Needed: 1 Effect: Gain 1 free AP from hunter gathering.
[]The Stolen Prides: Ahh the Ships...lets see if those have anything valuable in them at all. DC:10/50/90% AP Needed:1 Success Needed: 1 Effect: Loot the Ships for valuables without destroying them, +3 Free AP.
[]Latch the Trades: You think that's a trade wind, and when there are trade winds,there is a Trade route...is that how it works? DC:??? AP Needed:1 Success Needed: 1 Effect: Find the holy trad node and get involved in that Maritime trading hub (Requires boats to do)
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Intrigue: A Forgine Land, possibly with Forgine gods...and Grimm. Great.
(You have 2 Intrigue AP)
[]Finding the Course: Alright..better find them and make sure they aren't dead, because if they are YOU'LL kill them again!! DC:75% AP Needed:1 Success Needed: 1 Effect: Go find your lost Kin before they get themselves killed.
[]Real Estate? There must be neighbors?:You know deep in your heart that Someone is already here...lets get this over with and find them already. DC:??? AP Needed:1 Success Needed: 1 Effect: Find out if people live here...before they find out about you.
[]Securing the Eyes of the Coast:You can watch for things that pass by, and maybe get some news. DC:75 AP Needed:1 Success Needed: 2 Effect: You get the LOCAL Rumor mill, as you yell at the passing boats for NEWS...is that how it works.
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Learning: You must learn of the world again.
(You have1 Learning AP)
[]A Pen to Paper?: You are thinking of not only talking about things but making something a bit more...permanent, but how...but how!! You need an answer for this. DC:50 AP Needed:1 Success Needed: 20 Effect: Invent writing, gain the ability to do cool things like make physical lists and that other cool shit.
[]The Earth's Bounty: Life comes from the earth, and when the metal comes from the stars it embeds into the earth, could the Earth itself not house this gift, how do we harness it? DC: 60 AP Needed:1 Success Needed: 10 Reward: Invent Mining and Farming at the same time...not irrigation though that's an action later..
[]To Shape Stone:You think stones can be shaped into many useful shapes and bound together...the only question is how? DC: 70 AP Needed:1 Success Needed: 8 Effect: Discover stone masonry, unlock new things and maybe just maybe learn enough to do something cool.
[]A Rolling Stone?: Hmm, a shape that can move when pushed...how interesting, tell me more? DC:70 AP Needed:1 Success Needed: 5 Effect: Invent the Wheel.
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Piety: You must honor your new protector...in the best way you can.
(You have 2 Sage AP)
[]Honor the Goddess: You must give praise to Sanctuary for not getting you killed this year, YAY!! AP Needed:1 Success Needed: 1 Effect: Praise your goddess.
[]Make a Shrine: Something a bit more permanent , to give her a home of sorts, we'll sort out something nicer later. AP Needed:1 Success Needed:5 Effect: Build a Shrine for your protector.
[]Debate the Sages: You think the sages are wrong about something and you wish to debate them formally on the nature of the situation. DC:15 AP Needed:1 Success Needed:20 Effect: Bother the sages long enough to invent organized religion.
[]The Nature of a Man?: "What is the Nature of a man...what resides within to drive them to great and terrible things?" A Curious question...one that has puzzled your tribe for generations.DC:80 AP Needed:1 Success Needed: 25 Effect: "What do all men have, yet cannot see, save for one place."
AN: Enjoy plan format and make Omakes.